By the way, if you wanted to learn GIT, use the command line. I find myself lost in a different galaxy far far away when using IDE tools.

Jup, I can confirm that. Learnt it by using the command line. I still do complex GIT related stuff on the command line, for the basic commit/push/pull I use the IDE.

EDIT: But to stay on-topic. Cool thing! I didn't know of HJSON and THJSON certainly looks like a neat thing to use for structured config data. For the configuration of my game entities I use spring beans. For complex configurations I think they are a good choice, because you can inherit from other configured spring beans.

We built a lot of new features and also the integrated gaming experience I talked about in the last post. When you start the game you can assemble your own personal commander and then you meet in a hub with other players, who you can invite to play a game against or with you.

So why do it this way? What's the use-case you envision? Having this kind of info on that front-page overview seems like a good idea.

Ah ok, sorry! Now I get your point. Yeah, that's a good idea. I must admit I haven't spent much time on the documentation and frontpage until now. Thanks for your feedback, I'll keep that in mind when reworking the page.

If the client DOES receive the packet the data is already old. The sender should never need to send even OLDER data back to the client. The server sends the newest data with respect to the last ACKed packet.

It really depends on what you want to do. For the case you mention, simple unreliable sending would probably be the best fit.

EDIT: I skimmed through the link you provided, because I don't have a lot of time right now and I already read a lot from this blog and this guy. Yeah, message stacking with control data until the other end acknowledges a whole range of messages is a cool thing. It's a feature I will take into account of adding. But for the time being the reliable sequence mode as it is right now works really good in real-life settings.

I had a hard time to navigate through the level, but that's the challenge, I know. I also think that Q is not the best choice for the jump action and I think the possibility to view with the mouse is more disturbing then helping.

We are working on a "fully integrated game experience" now. Means: you are always in a game. You start the game and you immediately join a "free for all" game.

You can then play the game similar to Counter Strike or you can decide to play a fair game against other players, either by requesting them directly for a play or by stating that you are ready for a ranked, random 3vs3 game.

This way we want to ease the starting of a multiplayer game - you don't have to wait for other players to join now.

In the future the maps will be created so they are even a challenge if you play alone. There will be various mission maps that can be played in "free for all" mode.

Yeah, the cheesy lines during waiting for a game are inspired by your game It's a good way to keep people entertained a little bit longer while waiting for a game.

But as you said, it's not an easy task to attract enough players so you can play everytime you login. Our release date yesterday wasn't chosen very wisely also. It's the 2015 International Dota 2 Championships and also the GamesCom, the biggest gaming convention in europa, is held these days.

Today we released the first public alpha build for ASTEROID FIGHT! Version 0.4 comes with several significant changes in game mechanics, network architecture, unit count, graphics, sound FX, music and user interaction!

New features include:

• 2vs2 and 3vs3 games • Waypoints • A Tutorial • Awesome Physics • Ingame Statistics • A new special ability for the hero: The Homing Missile • New colored UI elements • New sound effects and music • ... and lots more!

if you wait until release to do marketing, you're way too late you should have started when you first had something to show people.

We did start marketing about 1 month ago with the launch of our website and the first trailer video. We also started posting on twitter, facebook and g+ at that time. We mostly care about twitter though, because we are expecting the most from this platform. Reddit seems to be a good place too - I'll have to dive a little more into that.

Honestly speaking, alpha registration count is lower than what we expected until now. We want people in, but we are not so far in development that we can contact press media and so on to review the game, because it's still in an alpha stage. We're thinking about contacting youtubers for a review of the alpha version though.

And we are thinking about going on Steam. Did Steam help you with drawing attention to your game?

Also, early access would be a good thing for the type of game we are making I think.

I'll include it in the benchmark if you would like. Results so far have it ~400 ns/op, I'll update the main post shortly.

Edit: Main post is updated. It is about 1.58x faster than the default while maintaining all the accuracy. I'm assuming they had a contract to fulfill in terms of accuracy that prevented the heavy optimization that we're doing in this thread.

Wow! Thanks! That's actually slower than I thought.. Time to switch to a faster algorithm I guess

oh my ... so you say I should write a native windows app that runs before the java process actually spawns, so I can check the integrity of the files and tell the user to shut down the virus scanner? Oh, FML ... I don't wanna do that. That's the kind of work in gamedev where a lot of time is spent for little output, but important nevertheless..

So what was your message to your players when you encountered that the hashes changed for the files?

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